I and some other people from /v/ are working on a paper mario fangame, and of course I'm gonna get responses like 'it's gonna die' or whatnot, and while I'm not denying that, who cares? We'll see how far it goes and if it doesn't die, great, if it does, well atleast we can say we tried.
If you're interested in joining the team go here:
I'm the one who made the engine. The characters are from pm64, which explains them, but the walls and lockers and such are ripped straight from ttyd. The only reason things like the edges of the door are pixelated is because there is no anti aliasing.
Put your contact info in the doc.
Put your contact info in the doc. We use the google doc chat.
The past two times I've joined 4chan projects they've turned into just people talking about games and forgetting about the game they're supposedly making completely. They're willing to talk the talk but when push comes to shove they don't do shit, but then think the fact that they made a piece of concept art two weeks ago is acceptable levels of progress
I hope you dont expect us to do that before this thread dies, because that's an unacceptable expectation for anybody. But if you wanna monitor the project from the doc, go right ahead.
Really, people join at their own discretion. So far we've been on track, just waiting for the writer to get back, and maybe recruiting a new writer for the plot, or I'll just do it. But who knows if this will go well or not. I'm atleast having fun.
Not always true; GG2 was successful because of 4chan coders.
The secret is to, once you've got your coders, NEVER EVER use 4chan to move along your game's development, the environment's toxic for non-ephemeral projects and collaboration. For anything except advertising or multiplayer sessions, you need a forum.
You've also just got to tell people "If you're not making actual useable in-game assets or code you're not actually working on the project". Window browsers weed themselves out and the people actually into making something cool stick around.
>risk of rain
>countless other successful games made using game maker
also, its programming whether or not you have a strange vendetta against the language, pal. grow up.
You misunderstand, these were both projects that took people from 4chan and then went to skype to actually get shit done. The issue is always that someone of the main necessities (animation, art, code) is a lazy sack of shit or is constantly busy. That makes up like 1/10th of the team and the rest are ideaguys who show up to "maybe learn something" and never do, and so the project's wheels spin. This last one I was in was especially bad because they appointed a director who was one of these ideaguys and he would shit on anyone who tried to actually get people to work or try to be real about how little they were actually getting done.
No. I went down this road 5-7 years ago and succeeded, loved every minute of it, and never want to do it again.
I'm only responding because it seems like you have more than nil already made, which means you have a chance. People can't build from scratch for shit, but people love to build on.
My advice for you though is RIGHT THE FUCK NOW get a new github account (Not a throwaway, this is where the game's going to be worked on from) and make a basic website. Start a phpbb forum as admin and open source your code on it.
Design as much basic engine architecture right now, when interest is maximized: story and art are easy to add or fix later, ally sprites can be changed, and animations can be made by drive-by programmers, but things like proper nonglitchy hitboxes, rotating maps (like the woods level), level transitions, class hierarchies, and things of that nature are FUCKING HARD to fix later and won't be added for you. Code it now or as soon as you can.
We had our own ideas guy too, but it took him something like 7 years to finally kill the vibe we had going.
The trick is moving the project off of 4chan and getting the basics down immediately, then advertising like a madman because the game only lives as long as people know it exists and coders keep getting funneled in.
In the end communities grow around viable engine bases designed in a way which can be expanded and extended in the future. Someone will take the time to write you a story and make you enemies if dialog and cutscenes are easy to add and the enemy base is easy to work on.
The repository should never be private, you want your code and assets as easily available as possible. You want script kiddies, newbies, and interested onlookers saying
>It wouldn't be too hard to [MAKE COOL FEATURE THEY'RE INTERESTED IN]
And then surprising you.
Alright. I'm making this in Game maker, which I guess is a bad idea.
I'll continue with this project the way it is, and once it flops(or not, whatever), I'll get serious, learn C++ or something, and then when I'm ready, I'll start a 'proper' project with this information in mind.
Thanks for the advice.
We need someone to produce something like this.
If you're not going to take it seriously, don't make it, both for your sake and your coders. Making a side game is really hard and stressful, which is why I don't do it anymore for free.
Until you reach the critical point of "feature complete engine", your game has flopped if your interest or your coder's interest wanes; you're the rallying point and you can't afford to be the weak link until the project's able to self sufficiently be updated without major feature additions or rebuilds.
Also, pick the language you want NOW. GG2 was made in Game Maker and we reached the literal physical limits of the language such that we had to start adding features ourselves (Game maker and git literally had no integration when we started the project, we had to code those tools).
If you want to code in C++, start over and get it working in C++ first yourself, the base is the foundation and once you have a foundation you'll never be able to switch without rebuilding the whole structure.
GG2 was made in game maker? I was assuming that it wasn't, which is really the only reason I wasn't going to follow your advice for this project.
Are those tools you mentioned for git like... Readily available?
Nowadays? Yeah, I believe they're built into game maker studio.
Back then? Literally none of them, they didn't exist. We had to write everything ourselves. Default room transitions are not designed for a multiplayer game. All of our networking software ourselves because game maker didn't have support for windows sockets and normal port forwarding. All of that was coded in c++; by the end of the project most of the major heavy duty engine code was, in some way or another, c++. Game maker was only maintained because, once again, it was the foundation we couldn't escape.
If you knee jerk reject game maker without knowing specifically why, you're unlikely to get much done in the project; the worst kinds of people we always had were "Shoot downers", who rejected tools and methods without having good justifications why.
I wouldn't use GM for your project anyways because it's 3D; I would've chosen unity because it has support for a lot of the features you would ultimately want. GM3D is very poorly featured (or at least was, dunno if it got better) and doesn't support normal modeling tools, texturing, and nonorthogonal collisions.
That's respectable. If you're serious about making a group project a serious fangame though, you're gonna have to be honest with yourself on engine expectations and shortfalls. You may find that doing things like the forbidden forest is impossible in GM at present, but you want to butt heads with those hard problems now rather than later.
Actually, things like the forever forest would be easy to do. 3D with game maker is a lot simpler than people usually think it is. You can set a projection from x, y, z to x2, y2, z2, so all I'd have to do is do some math to make it look to the center of the room.
Are you that same guy who posted that engine made in Game Maker a few weeks ago? If so then I hope something gets made, having a shitty engine made already makes this better than most attempts I've seen.
OP I hope your biggest hurdle in this project is probably writing.
Both PM64 and especially TTYD are incredibly well written and very charming. Theirs really only a few badly written or poor things in those games.
Also you need to remember PM used text effects to show more emotion due to the limited nature of the actual models/sprites and their faces/bodies being so simple. So thats another feature.
Gotta write dialog for NPCs as well, which means each one you add is gonna need working text for the most part.
Easy as fuck to do shit like that, but its not easy at all to make the writing worthwhile.
Your story is also going to dictate features you need. Along with scripted set pieces. All things you should realize while coding and making assets.
Wonderful. Then my recommendations' follow my advice. Read this page we made for making games.
If it works for studio, gmksplit your program into something you can post on Git.
Seriously: If you care, make a forum and basically duplicate the OP of the post I just gave you. Only two sections are needed; don't split the forum up too much: All you need at first is a general chatter section to build a community around. a game development section, bug reports section and a feature request section (read: unless it's a critical feature, quarantine zone).
From that point on, people will be able to actually develop with you. Figure out what you want coded, and say next version needs to have it before you start adding a bunch of art and music and window dressing. Drawfags and coders are all over the internet and will help if you're viable; you just gotta get viable first.
How much is actually done?
You're not advertising your stupid ass steamgroup that will get nothing done without have at least a solid engine or a complete sprite sheet for a majority of the early game characters?
Thanks so much for the advice, I'll get on this right away. I'm leaving the doc as it is since some people probably have the link to that, and I'll put the link to the forums and github in the doc.
If I can make a suggestion, start of by making a 3d sidescrolling platformer engine with NPCs and enemies and stuff, but nothing more for now, and then making an engine for rpg battles WITH ACTION COMMANDS. After merging the two into one, add dialogue and camerawork so cutscenes and dialogue can take place in the field and in battle.
Currently in the group working on that Succubus 3D platformer based on Spyro, they managed to put out a functioning demo level with full movement/attacks/candy collection.
It's not much, but it's kind of impressive for an idea guy who just went on 4chan and asked pretty please for free help.